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gpu / command_buffer / service / dawn_context_provider.h [blame]
// Copyright 2019 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef GPU_COMMAND_BUFFER_SERVICE_DAWN_CONTEXT_PROVIDER_H_
#define GPU_COMMAND_BUFFER_SERVICE_DAWN_CONTEXT_PROVIDER_H_
#include <dawn/platform/DawnPlatform.h>
#include <memory>
#include <optional>
#include "base/functional/function_ref.h"
#include "base/memory/raw_ptr.h"
#include "build/build_config.h"
#include "gpu/command_buffer/common/constants.h"
#include "gpu/command_buffer/service/dawn_caching_interface.h"
#include "gpu/config/gpu_driver_bug_workarounds.h"
#include "gpu/config/gpu_preferences.h"
#include "gpu/gpu_gles2_export.h"
#include "third_party/dawn/include/dawn/native/DawnNative.h"
#include "third_party/skia/include/gpu/graphite/ContextOptions.h"
#include "third_party/skia/include/gpu/graphite/dawn/DawnTypes.h"
#if BUILDFLAG(IS_WIN)
#include <d3d11.h>
#include <wrl/client.h>
#endif
namespace skgpu::graphite {
class Context;
} // namespace skgpu::graphite
namespace gpu {
class DawnSharedContext;
class GPU_GLES2_EXPORT DawnContextProvider {
public:
using ValidateAdapterFn =
base::FunctionRef<bool(wgpu::BackendType, wgpu::Adapter)>;
// `validate_adapter_fn` will be called after the wgpu::Adapter is available
// to check if it should be used. If the function returns false creation will
// fail.
static std::unique_ptr<DawnContextProvider> Create(
const GpuPreferences& gpu_preferences,
ValidateAdapterFn validate_adapter_fn = DefaultValidateAdapterFn,
const GpuDriverBugWorkarounds& gpu_driver_workarounds =
GpuDriverBugWorkarounds());
static std::unique_ptr<DawnContextProvider> CreateWithBackend(
wgpu::BackendType backend_type,
bool force_fallback_adapter,
const GpuPreferences& gpu_preferences,
ValidateAdapterFn validate_adapter_fn = DefaultValidateAdapterFn,
const GpuDriverBugWorkarounds& gpu_driver_workarounds =
GpuDriverBugWorkarounds());
// Creates a new context provider for use on a different thread that shares
// the wgpu::Device/Adapter/Instance with `existing`.
static std::unique_ptr<DawnContextProvider> CreateWithSharedDevice(
const DawnContextProvider* existing);
static wgpu::BackendType GetDefaultBackendType();
static bool DefaultForceFallbackAdapter();
// Default function that will say adapter is supported.
static bool DefaultValidateAdapterFn(wgpu::BackendType, wgpu::Adapter);
DawnContextProvider(const DawnContextProvider&) = delete;
DawnContextProvider& operator=(const DawnContextProvider&) = delete;
~DawnContextProvider();
wgpu::Device GetDevice() const;
wgpu::BackendType backend_type() const;
bool is_vulkan_swiftshader_adapter() const;
wgpu::Adapter GetAdapter() const;
wgpu::Instance GetInstance() const;
// Sets the caching interface. This must be called before graphite context
// is created and before device is shared with any other threads.
void SetCachingInterface(
std::unique_ptr<webgpu::DawnCachingInterface> caching_interface);
bool InitializeGraphiteContext(
const skgpu::graphite::ContextOptions& context_options);
skgpu::graphite::Context* GetGraphiteContext() const {
return graphite_context_.get();
}
#if BUILDFLAG(IS_WIN)
Microsoft::WRL::ComPtr<ID3D11Device> GetD3D11Device() const;
#endif
bool SupportsFeature(wgpu::FeatureName feature);
std::optional<error::ContextLostReason> GetResetStatus() const;
private:
explicit DawnContextProvider(
scoped_refptr<DawnSharedContext> dawn_shared_context);
scoped_refptr<DawnSharedContext> dawn_shared_context_;
std::unique_ptr<skgpu::graphite::Context> graphite_context_;
};
} // namespace gpu
#endif // GPU_COMMAND_BUFFER_SERVICE_DAWN_CONTEXT_PROVIDER_H_